Fai_Ryy
noise dept.
🩵 avery cochrane 🩵
The Bright Sessions

tannertan36
let's talk about Bridgerton tea, my ask is open
Color Me Curious
Cosmic Funnies

bliss lane

Discoholic 🪩

Jimmy Eat World
🪼

pixel skylines

@theartofmadeline

#extradirty
tumblr dot com
Sweet Seals For You, Always
Today's Document

if i look back, i am lost
Mike Driver
seen from Venezuela

seen from Malaysia
seen from South Korea

seen from Malaysia
seen from United States

seen from Malaysia

seen from United States

seen from Georgia

seen from China

seen from United States
seen from Brazil

seen from United States

seen from Kyrgyzstan

seen from Indonesia
seen from India
seen from Honduras

seen from Malaysia
seen from Georgia
seen from Türkiye

seen from Malaysia
@noplaceforbravery
Character concept #indiedev #gamedev #NoPlaceForBravery #pixelart
[SFX version] Check the new animation by @essecorrea! What you guys think about this one? #indiedev #indiegame #animation #NoPlaceForBravery #aseprite
For those who thought Barbarian was a tank.. Behold the charging Paladin! #indiedev #indiegame #animation #pixelart #aseprite #BraveryGame
Bravery will only kill you. #indiedev #pixelart #scenario
Hi there! Wargs are humongous creature. Breed of wolves who lives in Dewr. What do you think about? #gamedev #pixelart #indiedev #animation
Hey guys! Sorry for being absent for so long. We’ve been through major changes, especially in game mechanics in the last months. Stay tuned for updates! We'll be catching up with you guys very soon ;) Meanwhile, what do you think about the archer and barbarian new skill animations? #indiedev #animation #pixelart #NoPlaceForBravery
Pixel Fan Art Túlio made for the new Zelda Game!
The process of making a scenario concept using the Procreate app for iPad!
Coming to PC and Mac! http://noplaceforbravery.com/ https://twitter.com/BraveryGame http://noplaceforbravery.tumblr.com/ An atmospheric, minimalist roguelike...
Bravery's first trailer is out! Let us know what you think!
A battle about to happen in our new desert region! #screenshotsaturday #indiegame #gamedev #pixel #pixelart #desert #colors #roguelike #RPG #game #barbarian#glitch #glitchfactory #braverygame #noplaceforbravery #brasil #brazil
The High Concept At the very beginning, we decided to idealize a world that could fit the story we were willing to tell. And that creative - and pleasantly long - process resulted in what we today call our High Concept.
Bravery's High Concept goes far beyond the time and place where the story takes place. It goes beyond the narrative and mythology of the world we created. It is more than the sum of creatures, characters, spells and different regions and biomes.
Our High Concept is how the player feel every single experience he will have within the game. It is the atmosphere of a world the player knows nothing about. It is the anguish and torment of losing a character to some absurdly beautiful creature. It is to realize that bonding with a character can be really dangerous, as he/she understands that death comes easily - and that it happens for a reason. The High Concept shouldn't be confused with game feel. It is as hard to explain as it is to understand, but when you do, you start to see the game through a whole new light.
Analyzing these concepts is probably a useless attempt to illustrate what I am talking about here, but I'll try: If you look at the images, you will see two different concepts of the same character. At the first one we can clearly see where the inspirations came from: a strong "Barbarian" born and raised for battle. Axe and cape, skull belt and muscles. That concept was made before our High Concept birth. All we had was a story to tell and some indispensable character classes. We are looking at a victorious warrior, and that's it.
Now, if you take a good look at the second image, you will see that it is the same character. The same strong man. But built after we had our High Concept learned by heart. We are now looking at a lumberjack. Or a butcher. Or even at a serviceman, a farmer, a tamer. We can be looking at a father. In this image we don't know anymore what we are looking at. We see a strong man, we see blood. But we don't know for sure if he was fighting. We can't know if he won or lost that fight, nor why he was fighting at first place. We can't tell if he enjoyed it or not.
We almost can't tell anything about him. Almost nothing told or given. No obviousness. Nothing.
Stories - specially RPG ones - are generally romantic. Heroes defeating beasts, victims saved from villains, characters that never die. Good and bad, right and wrong, all too easily given to the player. Even when we have a plot twist and the main character goes rogue and turns into a monster, that is still it: a good person turned into a bad person. That's not what Bravery is about. We're telling a story where good and bad are conclusions. They are perceptions that the player may - or may not - have.
Bravery goes beyond a genre deromantization. It is the deromantization of every heroic story ever told.
That is what our High Concept is all about. Each player will build a story of his own, based on the encounters and pieces of information given to him throughout his gameplay. Each player will have to experience the game to understand it, and each understanding can be unique. Caio Fernandes | @fernandesmcaio Producer & PR - Glitch Factory
Twitter @Braverygame Twitter @gfactorygames Facebook /braverygame
New desert region done!
A little taste before our first trailer is out next week in the next weeks!
Announcing our new game: No Place for Bravery! An atmospheric time manipulation roguelite inspired by Hyper Light Drifter, FTL and Super Time Force!
The Story/Mood
Bravery is set in an eerie high fantasy world in which you play as a group of adventurers on a quest to slay the godlike entities that are "wiping out" mankind.
A Different Kind of Worldbuilding
The thing is: we don't want to tell our story using regular exposition, rather, the player will absorb the nuances of Bravery's narrative by exploring its gorgeous environment, experiencing the aesthetics of its mechanics or by simply making sense of the vast array of mysterious random events.
Of course, like many other roguelites, Bravery is filled with unique random events. The idea is to use these events to craft the game's mythology. On each new run the player will discover new characters, places, creatures and itens, each, a little piece of Bravery's narrative Puzzle.
The Combat System
Heavily inspired by action RPGs like Dark Souls and Hyper Light Drifter, but also by purely action games like Hotline Miami and Titan Souls, No Place for Bravery focus a lot more on the "action"part of Action RPG.
The game features minimalist controls and interfaces, one hit kills and absolutely no numbers! We promise!
But Bravery's big twist is its time control mechanic.
Very much like Super Time Force, Bravery features a time manipulation mechanic that let's the player control more than one character simultaneously-ish by playing with one character and then rewinding time and playing with another character alongside the first one.
This adds a lot of tactical depth to the game. Not only you have to plan every move, you a also have to synchronize everything.
The "Deromantization" of RPGs
We love RPGs and Bravery, of course, is inspired by a lot of classic (and modern) RPGs. But we want to go beyond the classic formulas. Specifically, we want to get rid of all the grinding, Skinner Box mechanics and "artificial" stats-based progression systems. We want the game to really feel organic.
Each new character, skill or item adds a new mechanic or expands an existing one. No Place for +1 Swords
The game will be extremely hard and completely skill and strategy based. We want our world to be relentless. We want the players to feel their mediocrity before such a world.
We have a trailer coming in the next few weeks!
Follow us!
Twitter - @BraveryGame
Facebook - /braverygame
Reddit - r/NoPlaceForBravery